Variations on a maze
From Maze
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By contrast, the maze output of 10 PRINT is oriented diagonally, giving it a distinctive visual look. | By contrast, the maze output of 10 PRINT is oriented diagonally, giving it a distinctive visual look. | ||
| − | [[Image:10print-diagonal.png|200px|left|10 PRINT CHR$(109+RND(1)*2); : GOTO 10]] | + | [[Image:10print-diagonal.png|200px|10 PRINT CHR$(109+RND(1)*2); : GOTO 10]] |
Several things about this visual orientation are surprising. First, when we visually trace the maze the long runs or paths that lead through the maze do not follow the lines along which the algorithm constructs the maze (which remains left-right, top-bottom). Second, this feature of being diagnol is not an elaboration in the code, but instead an elegant simplification that is part of the essence of the succinct one-liner. | Several things about this visual orientation are surprising. First, when we visually trace the maze the long runs or paths that lead through the maze do not follow the lines along which the algorithm constructs the maze (which remains left-right, top-bottom). Second, this feature of being diagnol is not an elaboration in the code, but instead an elegant simplification that is part of the essence of the succinct one-liner. | ||
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One can, of course, construct an orthogonal maze instead in a variety of other ways. One way is to address a set of four or more horizontal character elements a l. There are two styles of these characters (thick and thin) available in the Commodore 64 ASCII character set. However, these four character types never appear continuously in the table, so the elegant method of using a simple RND offset must be made a bit more verbose -- for example, selecting between 181, 182, 184 and 185 using two random offsets. | One can, of course, construct an orthogonal maze instead in a variety of other ways. One way is to address a set of four or more horizontal character elements a l. There are two styles of these characters (thick and thin) available in the Commodore 64 ASCII character set. However, these four character types never appear continuously in the table, so the elegant method of using a simple RND offset must be made a bit more verbose -- for example, selecting between 181, 182, 184 and 185 using two random offsets. | ||
| − | 10 PRINT CHR$(181+(INT(RND(1)+.5)*3)+(INT(RND(1)+.5))); : GOTO 10 | + | [[Image:10print-orthogonal-rough.png|200px|10 PRINT CHR$(181+(INT(RND(1)+.5)*3)+(INT(RND(1)+.5))); : GOTO 10]] |
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| − | [[Image:10print-orthogonal-rough.png|200px]] | ||
The image that emerges is indeed mazelike, but (like the code) lacks simplicity and elegance. potential redundancy between the top / bottom and left / right elements creates apparent variation in the thickness of the walls -- an interesting but potentially distracting implication of messiness and texture. | The image that emerges is indeed mazelike, but (like the code) lacks simplicity and elegance. potential redundancy between the top / bottom and left / right elements creates apparent variation in the thickness of the walls -- an interesting but potentially distracting implication of messiness and texture. | ||
| − | 10 PRINT CHR$(181+(INT(RND(1)+.5)*3)); : GOTO 10 | + | [[Image:10print-orthogonal.png|200px|10 PRINT CHR$(181+(INT(RND(1)+.5)*3)); : GOTO 10]] |
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| − | [[Image:10print-orthogonal.png|200px]] | ||
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